The Wacky Pack is a downloadable DOOM II Mod from the same creator of the other games on this wiki.
It uses music made by PilotRedSun.
In this game the "Wacky Pack" Are a gang of interdimensional criminals who traveled to the same continuity as Doomguy after the Hell Invasion in DOOM II. Doomguy decides to rid the multiverse of another threat, and a threat to himself.
The main point of the game is killing enemies.
Unlike enemies in DOOM II, Wacky Pack enemies do not infight and have only a single angle of animation (with some exceptions)
They will still deal damage to monsters and can kill them this way though. Monsters will not deal damage to other monsters of the same type or monsters of the same species as themselves.
Enemies don't damage enemies of the
same species as themselves
Fiendish smiling shooters
The Smiley is the most basic enemy in the entire game. They function similarly to zombiemen, with more health, but take longer to shoot a shot, making them arguably even easier than the zombiemen in DOOM II. Good thing because they'll be everywhere! A single shotgun blast can kill one usually.
Avoid their double blast
Taurus are flying bull skeletons that fire a double projectile similar to a mancubus. The balls do high damage. Taurus have slow attacks, a good chunk of health and no melee attack, making them quite easy to deal with as long as you've got the bullets.
They shoot a hard to escape string of projectiles
Gasmen are one of the monsters with a high capability for damage output. They are quite common, a single one appears at the end of Map 02. Usually they appear alone. They fire a string of fire projectiles as long as they can see you: this can be utilized as the gasmen can easily kill other monsters in their line of sight with their endless volley of fire. They explode on death, so don't get too close! This can also be used to finish other enemies off.
The Bunny is very akin to an Imp: only with an obnoxious hop that springs them high into the air. Sometimes they can fire a projectile at the height of this jump for a hard to see attack. Otherwise they are not special, and fall very quickly to gunfire. They have a surprisingly high damage melee attack, so don't stray too close.
Hard to dodge projectile blasts
Eyeramids are flying stone monuments that have only but a single attack: to light up with red energy and sling a shotgun spread of scattered projectiles towards you. The high variability in direction makes for it hard to avoid every bullet: you may end up getting hit by 1 or 2 bullets, but a full blast will see you crippled or dead.
The Clown comes bearing two deciding attacks: a punishing punch, and the ability to lob bombs at the player. These bombs can do extreme damage if they hit directly, and explode after a set amount of time if not. Being near an exploding bomb isn't a good idea either, unsurprisingly. These enemies can take a few pumps of bullets before they expire, so don't let them back you into a corner or they'll end you.
Techgunners utilize a sequence of 3 consecutive railgun hitscan attacks with high random targeting. They rarely hit, but the number of shots they fire means they eventually will anyway. They are very lightweight, making them hard to kill with rockets. They can dodge attacks and have a lot of HP. Basically just be careful with these enemies and use cover, or they'll blow your brains out. Luckily they're pretty rare.
Fanatics to be killed
Very basic enemies, Sheet Cultists have a projectile attack, and a melee knife attack. They usually come to fill in areas of the map with dispensable resistance, or to fill in the ranks of tougher crowds. Regardless, they definitely are capable of killing an unobservant player, and have no qualms about stabbing you in the back while you're focusing on tougher threats. Beware their projectile blasts!
Floating fire hazards
Scorch are floating suns with a sense of fashion, and a gun that shoots hot napalm bullets to leave scorching pockets of fanning flames. They also can drop flames occasionally onto the ground. These flames will hurt most monsters and the player if they stay inside their touch. Scorch don't have a lot of HP and can be felled with 2 SSG blasts, or low amounts of other bullets. Getting hit by their shot can spread fire at your feet, so be cautious.
Bad Magic attacks
Voodoo will stab themselves in the hand to inflict damage on the player, similar to how a voodoo doll works in the first place. They have a long windup, so get out of the way when you see them preparing to stab themselves as their attack does a decent chunk of damage to you.
Vicious young pups
Whelps are dogs that won't hesitate to jump on you and rip your face off. They have a close range melee bite, or a pounce attack that does decent damage. The pounce attack can be spammed at close range, so avoid these guys at all costs, as once they taste blood they are prone to hit you with 2 or 3 pounce attacks in a row if you are unsuspecting.
Clunky robots that fire a continuous stream of high speed projectiles, similar to an arachnotron. They also have a high damage melee attack to utilize if you get too close. Get out of their line of sight to stop them from shooting temporarily, because getting hit with 2 or 3 shots can spill your guts sooner than you think. Rockets are perfect for taking these enemies out, and 3 can reliably kill one.
Machine gun shredding
The fill in for the seemingly absent chaingun guy, the Stiltbot is a vicious automaton that will cut you down quickly with it's machine gun if left to its own devices. It has a slightly longer windup time than the chaingun guy, but slightly more health as well. High prioritize these enemies or you'll be left riddled with holes.
Dark lustful spirits
Pain Mistress floats up to the plate as a formidable flying opponent. She may use 2 different attacks: 3 red orbs launched at high speed, or a high damage purple homing missile. She can also vanish and reappear at her leisure, but most often when taking damage. Know where they are at all times when fighting them, or they'll put you down fast.
Map 08 (Map 04 in secret)
Flowers move extremely slow, to the point where you may not even notice their movement at all. They fire one fireball just like the ones fired by the gasman, and can bite at close range. They're simple, turret-like enemies used to block spaces, and are pretty easy to kill.
These enemies are for all intensive purposes, upgraded versions of the Whelp. They have more HP, more damage, the same leap attack, and a new ranged attack to employ. At close range, they'll avoid using their ranged attack entirely: use this to your advantage and blow them away.
The Gorgon is one of the most dangerous enemies to be faced in Wacky Pack, and is the toughest enemy you'll face in the first 10 levels of the game. She has a devastating melee attack if you get too close, and a ranged attack that can easily kill unsuspecting players. Caught in her stare, you will be unable to move if you are going too slow and will quickly die. Keep moving at running speed to avoid being slowed. The stare does some hitscan damage, she also shoots some poison projectiles: you can't avoid the hitscan, but you can avoid the projectiles. She has around 2000 HP, so don't mess around when fighting a Gorgon!
I don't wanna write about fish dude
Fish are pretty boring enemies, i mean they're fish. Some bite, some shoot bubbles, and they all swim. They can navigate water, but not land... i mean... what else is there to say? i'm only posting one fish variant for the picture because why would i post any more
Lumps of refused goo
Moldphants are odd looking enemies with not very much danger to pose. They only have one ranged attack which is very slow, has gravity, and only effective from a few yards. They have no melee attack. The only thing to note is that their missiles will slow you down for a while if you get hit. Getting slowed down by a Moldphant can be fatal if enemies with more dangerous means of attack are engaging you, as it makes avoiding projectiles much harder. A single SSG blast turns Moldphants back into Mold.
Weakest of the Ops
Ops are tactical units of a similar variety, all bred for the sole purpose of engaging hostiles. The skel ops is the weakest, worst trained version of the Operational Units, and only has a projectile attack with a very slight homing curve to it. They use their dash very very rarely.
Armo-Ops are the older brother of the Skel-Ops. They have a faster, better homing projectile, and the added ability to throw grenades at the player. Which are similar to the bombs thrown by Clowns, only weaker and with less range to the explosion. Armo Ops are less shy about using their dash, either to get out of painful situations, or to throw the players shooting off.
Better, Faster, Stronger
The Blac-Ops are the big sister of the Skel-Ops and Armo-Ops. These tactical foes will use their dash to an extravagant amount. They can directly fire grenades from their weapon, have less downtime after shooting, and shoot multiple more dangerous projectiles than the other Ops. They also have more health and damage. Avoid them, kill them, or be cut down by them.